the-lost-memory/project/addons/dialogic/Localization/translation_service.gd

61 lines
1.7 KiB
GDScript

# Alternative to [TranslationServer] that works inside the editor
# This is a modified version of AnidemDex's TranslationService
# https://github.com/AnidemDex/Godot-TranslationService
tool
class_name DTS
var translations = {}
#var testText = "Initial Text"
func _init():
translations_initial_load()
# Translates a message using translation catalogs configured in the Editor Settings.
func translate(message:String)->String:
var translation
translation = _get_translation(message)
return translation
func translations_initial_load():
var translations_resources = ['en', 'zh_CN', 'es', 'fr', 'de']
translations = {}
for resource in translations_resources:
var t:PHashTranslation = load('res://addons/dialogic/Localization/dialogic.' + resource + '.translation')
if translations.has(t.locale):
translations[t.locale].append(t)
else:
translations[t.locale] = [t]
# Each value is an Array of [PHashTranslation].
func get_translations() -> Dictionary:
return translations
func _get_translation(message)->String:
var returned_translation = message
var default_fallback = 'en'
var editor_plugin = EditorPlugin.new()
var editor_settings = editor_plugin.get_editor_interface().get_editor_settings()
var locale = editor_settings.get('interface/editor/editor_language')
var cases = translations.get(
locale,
translations.get(default_fallback, [PHashTranslation.new()])
)
for case in cases:
returned_translation = (case as PHashTranslation).get_message(message)
if returned_translation:
break
else:
# If there's no translation, returns the original string
returned_translation = message
#print('Message: ', message, ' - locale: ', locale, ' - ', returned_translation)
return returned_translation